User prompt
Rename glowy to sun glowy
User prompt
Lets rename glowy2 to purple glow
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'skinAnimation.x = 2048 / 2 - skinAnimation.width * skinAnimation.scaleX / 2;' Line Number: 104
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'var skinAnimation = LK.getAsset(pulledSkin, {' Line Number: 96
User prompt
Remove the orange glow from the screen
User prompt
Nevermind, the glitch is that when you press the glow pack the orangeglow appears on the screen, it should not appear
User prompt
I found a glitch where when you click the close button in the shop the orangeglow appears on the screen. That should not happen
User prompt
Make sure the animation text dissapears when the animation is over
User prompt
Center the animation text to the button skin
User prompt
Make the animation text bold
User prompt
Make the animation text bigger
User prompt
Move the animation text down a little more
User prompt
Move the animation text down a lot
User prompt
Make the animation text black
User prompt
Now along with the animations lets add a text under the button skin during the animation to dhow what they got and whats the percent chance of getting that one and what rarity it is
User prompt
Ok now we are going to change up the probabilities in the glow pack. There are 3 commons each with a 20% chance to get and those three are the orangeglow, glowy and greenglow. The 2 rares are both 12% and they are the circleglow and yellowglow. The 2 epics have a 6% chance and they are the shadowglow and glowy2. The legendary has a 3% chance and it is the retroglow. The last one is the chroma with a 1% chance and that is the chromaglow.
User prompt
Add the glowy2 to the glowy pack
User prompt
Ok it doesnt work, so lets change it up. Workerval number 1 costs 20$ which is already in the game workerval number 2 is the 50$ one and workerval number 3 is the 150$ one. That way we can save the upgrades
User prompt
I refreshed it and the worker upgrades didnt save ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Save the upgrades you have bought ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Add shadowglow to the glow pack
User prompt
Can you make it so it saved your points when you refresh ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Add chromaglow to the glow pack
User prompt
Add the yellowglow to the glow pack
User prompt
Add the retroglow to the glow pack
/****
* Plugins
****/
var storage = LK.import("@upit/storage.v1", {
points: 0,
upgrades: {
workerValue: 0
}
});
/****
* Initialize Game
****/
//<Write entity 'classes' with empty functions for important behavior here>
var game = new LK.Game({
backgroundColor: 0xFFFFFF //Init game with white background
});
/****
* Game Code
****/
//<Write imports for supported plugins here>
//<Assets used in the game will automatically appear here>
function openShopMenu() {
// Logic to display the shop menu
console.log("Shop menu is now open.");
// Create a large shop menu
var shopMenu = LK.getAsset('Shop', {
width: 1600,
// Increase width
height: 1600,
// Increase height to make it taller
x: 2048 / 2 - 800,
// Center horizontally
y: 2732 / 2 - 800
// Center vertically
});
game.addChild(shopMenu);
// Add the glowpack asset to the shop menu
var glowpack = LK.getAsset('Glowpack', {
x: shopMenu.x + 100,
// Position it inside the shop menu
y: shopMenu.y + 100,
scaleX: 5.0,
// Increase the width slightly
scaleY: 5.0 // Increase the height slightly
// Double the height
});
game.addChild(glowpack);
// Add text under the glowpack
var glowpackText = new Text2('Glow Pack: 20$', {
size: 70,
// Increase the size of the text
fill: 0x000000
});
glowpackText.x = glowpack.x;
glowpackText.y = glowpack.y + glowpack.height + 400; // Position text a lot lower below the glowpack
game.addChild(glowpackText);
// Add a click event to the glowpack
glowpack.down = function (x, y, obj) {
// Check if the points are 20 or more
if (points >= 20) {
// Decrease the points
points -= 20;
// Update the text
pointsText.setText('Points: ' + points);
// Logic to equip button skins from the glow pack
console.log("Glow Pack purchased! Button skins equipped.");
// Close the shop menu when the animation starts
game.removeChild(shopMenu);
game.removeChild(closeButton);
game.removeChild(closeButtonText);
game.removeChild(glowpack);
game.removeChild(glowpackText);
// Ensure the shop menu is closed before starting the animation
if (shopMenu.parent) {
game.removeChild(shopMenu);
}
// Create an animation to show the button skin obtained
// Ensure 'pulledSkin' is defined before use
var skinAnimation;
if (pulledSkin) {
skinAnimation = LK.getAsset(pulledSkin, {
scaleX: 6.0,
scaleY: 6.0
});
}
if (skinAnimation) {
skinAnimation.x = 2048 / 2 - skinAnimation.width * skinAnimation.scaleX / 2;
skinAnimation.y = 2732 / 2 - skinAnimation.height * skinAnimation.scaleY / 2;
game.addChild(skinAnimation);
}
// Directly display the skinAnimation without fade-in
LK.setTimeout(function () {
game.removeChild(skinAnimation);
game.removeChild(skinDetailsText); // Ensure the animation text is removed
}, 2000); // Display for 2 seconds
// Reopen the shop menu after the animation ends
LK.setTimeout(function () {
openShopMenu();
}, 2000);
// Add logic for pulling Gloworange, Glowy, Greenglowy, Circleglow, or Retroglow with specified chances
var randomValue = Math.random();
var pulledSkin;
if (randomValue < 0.2) {
pulledSkin = 'Gloworange';
} else if (randomValue < 0.4) {
pulledSkin = 'SunGlowy';
} else if (randomValue < 0.6) {
pulledSkin = 'Greenglowy';
} else if (randomValue < 0.72) {
pulledSkin = 'Circleglow';
} else if (randomValue < 0.84) {
pulledSkin = 'Yellowglowy';
} else if (randomValue < 0.90) {
pulledSkin = 'Shadowglowy';
} else if (randomValue < 0.96) {
pulledSkin = 'Purpleglow';
} else if (randomValue < 0.99) {
pulledSkin = 'Retroglow';
} else {
pulledSkin = 'Glowychroma';
}
console.log(pulledSkin + " pulled! It's a common item.");
// Create an animation to show the button skin obtained
var skinAnimation = LK.getAsset(pulledSkin, {
scaleX: 6.0,
scaleY: 6.0
});
skinAnimation.x = 2048 / 2 - skinAnimation.width * skinAnimation.scaleX / 2;
skinAnimation.y = 2732 / 2 - skinAnimation.height * skinAnimation.scaleY / 2;
game.addChild(skinAnimation);
// Determine rarity and chance
var rarity, chance;
if (pulledSkin === 'Gloworange' || pulledSkin === 'SunGlowy' || pulledSkin === 'Greenglowy') {
rarity = 'Common';
chance = '20%';
} else if (pulledSkin === 'Circleglow' || pulledSkin === 'Yellowglowy') {
rarity = 'Rare';
chance = '12%';
} else if (pulledSkin === 'Shadowglowy' || pulledSkin === 'Purpleglow') {
rarity = 'Epic';
chance = '6%';
} else if (pulledSkin === 'Retroglow') {
rarity = 'Legendary';
chance = '3%';
} else if (pulledSkin === 'Glowychroma') {
rarity = 'Chroma';
chance = '1%';
}
// Add text under the animation to show details
var skinDetailsText = new Text2(pulledSkin + ': ' + rarity + ' (' + chance + ')', {
size: 80,
fill: 0x000000,
fontWeight: 'bold'
});
skinDetailsText.x = skinAnimation.x + skinAnimation.width * skinAnimation.scaleX / 2 - skinDetailsText.width / 2;
skinDetailsText.y = skinAnimation.y + skinAnimation.height * skinAnimation.scaleY + 20; // Position text just below the animation
game.addChild(skinDetailsText);
// Set the new button skin to the pulled skin after the animation
LK.setTimeout(function () {
newButton.texture = LK.getAsset(pulledSkin, {}).texture;
}, 2000);
} else {
console.log("Not enough points to purchase Glow Pack.");
}
};
// Add a close button to the shop menu
var closeButton = LK.getAsset('button', {
width: 400,
// Double the width
height: 200,
// Double the height
x: shopMenu.x + shopMenu.width - 410,
// Adjust x position to accommodate increased size
y: shopMenu.y + 10,
shape: 'box'
});
game.addChild(closeButton);
var closeButtonText = new Text2('Close', {
size: 60,
fill: 0x000000
});
closeButtonText.x = closeButton.x + closeButton.width / 2 - closeButtonText.width / 2;
closeButtonText.y = closeButton.y + closeButton.height / 2 - closeButtonText.height / 2;
game.addChild(closeButtonText);
closeButton.down = function (x, y, obj) {
game.removeChild(shopMenu);
game.removeChild(closeButton);
game.removeChild(closeButtonText);
game.removeChild(glowpack);
game.removeChild(glowpackText);
game.removeChild(LK.getAsset('Gloworange', {})); // Ensure Gloworange is removed when shop is closed
};
}
// Clear the interval when the game is over
game.gameOver = function () {
clearInterval(intervalId);
};
var points = storage.points || 0;
var workerValue = storage.upgrades.workerValue || 0;
// Create a text
var pointsText = new Text2('Points: ' + points, {
size: 100,
fill: 0x000000
});
// Position the text on the left hand corner
pointsText.x = 0;
pointsText.y = 0;
// Add the text to the game
game.addChild(pointsText);
var newButton = LK.getAsset('button', {
width: 300,
height: 300,
x: 2048 / 2 - 150,
// Position the new button in the center of the screen
y: 2732 / 2 - 150,
shape: 'circle'
});
// Add the new button to the game
game.addChild(newButton);
// Add a click event to the button
newButton.down = function (x, y, obj) {
// Increase the points
points++;
// Update the text
pointsText.setText('Points: ' + points);
storage.points = points;
};
var shopButton = LK.getAsset('Shop', {
width: 400,
height: 200,
x: 2048 - 400,
// Position the button on the bottom right corner
y: 2732 - 200
});
game.addChild(shopButton);
var shopButtonText = new Text2('Shop', {
size: 50,
fill: 0x000000
});
shopButtonText.x = shopButton.x + shopButton.width / 2 - shopButtonText.width / 2;
shopButtonText.y = shopButton.y + shopButton.height / 2 - shopButtonText.height / 2;
game.addChild(shopButtonText);
shopButton.down = function (x, y, obj) {
// Logic to open the shop menu
openShopMenu();
};
;
var intervalId;
var button = LK.getAsset('button', {
width: 600,
height: 300,
x: 1448,
// Position the button on the right hand corner
y: 0
});
// Add the button to the game
game.addChild(button);
// Add a click event to the button
button.down = function (x, y, obj) {
// Check if the points are 20 or more
if (points >= 20) {
// Decrease the points
points -= 20;
// Update the text
pointsText.setText('Points: ' + points);
storage.points = points;
// Update workerValue to 1
workerValue = 1;
storage.upgrades.workerValue = workerValue;
storage.upgrades = {
workerValue: workerValue
};
// Start getting workerValue points every second
intervalId = LK.setInterval(function () {
points += workerValue;
// Update the text
pointsText.setText('Points: ' + points);
}, 1000);
// Remove the old button
game.removeChild(button);
// Create a new button with different text
var newButton = LK.getAsset('button', {
width: 600,
height: 300,
x: 1448,
y: 0
});
// Add the new button to the game
game.addChild(newButton);
// Create a new text
var newText = new Text2('50$ +5 worker', {
size: 100,
fill: 0x000000
});
// Position the text on the new button
newText.x = newButton.x + newButton.width / 2 - newText.width / 2;
newText.y = newButton.y + newButton.height / 2 - newText.height / 2;
// Add the text to the game
game.addChild(newText);
// Add a click event to the new button
newButton.down = function (x, y, obj) {
// Check if the points are 50 or more
if (points >= 50) {
// Decrease the points
points -= 50;
// Update the text
pointsText.setText('Points: ' + points);
storage.points = points;
// Update workerValue to 5
workerValue = 5;
storage.upgrades.workerValue = workerValue;
storage.upgrades = {
workerValue: workerValue
};
// Clear the previous interval
LK.clearInterval(intervalId);
// Start getting workerValue points every second
intervalId = LK.setInterval(function () {
points += workerValue;
// Update the text
pointsText.setText('Points: ' + points);
}, 1000);
// Remove the old button
game.removeChild(newButton);
// Create a new button with different text
var newButton2 = LK.getAsset('button', {
width: 600,
height: 300,
x: 1448,
y: 0
});
// Add the new button to the game
game.addChild(newButton2);
// Create a new text
var newText2 = new Text2('150$ +10 worker', {
size: 100,
fill: 0x000000
});
// Position the text on the new button
newText2.x = newButton2.x + newButton2.width / 2 - newText2.width / 2;
newText2.y = newButton2.y + newButton2.height / 2 - newText2.height / 2;
// Add the text to the game
game.addChild(newText2);
// Add a click event to the new button
newButton2.down = function (x, y, obj) {
// Check if the points are 150 or more
if (points >= 150) {
// Decrease the points
points -= 150;
// Update the text
pointsText.setText('Points: ' + points);
storage.points = points;
// Update workerValue to 10
workerValue = 10;
storage.upgrades.workerValue = workerValue;
storage.upgrades = {
workerValue: workerValue
};
// Clear the previous interval
LK.clearInterval(intervalId);
// Start getting workerValue points every second
intervalId = LK.setInterval(function () {
points += workerValue;
// Update the text
pointsText.setText('Points: ' + points);
}, 1000);
}
};
}
};
}
};
// Create a text
var buttonText = new Text2('20$ +1 worker', {
size: 100,
fill: 0x000000
});
// Position the text on the button
buttonText.x = button.x + button.width / 2 - buttonText.width / 2;
buttonText.y = button.y + button.height / 2 - buttonText.height / 2;
// Add the text to the game
game.addChild(buttonText);
; ===================================================================
--- original.js
+++ change.js
@@ -104,9 +104,9 @@
var pulledSkin;
if (randomValue < 0.2) {
pulledSkin = 'Gloworange';
} else if (randomValue < 0.4) {
- pulledSkin = 'Glowy';
+ pulledSkin = 'SunGlowy';
} else if (randomValue < 0.6) {
pulledSkin = 'Greenglowy';
} else if (randomValue < 0.72) {
pulledSkin = 'Circleglow';
@@ -131,9 +131,9 @@
skinAnimation.y = 2732 / 2 - skinAnimation.height * skinAnimation.scaleY / 2;
game.addChild(skinAnimation);
// Determine rarity and chance
var rarity, chance;
- if (pulledSkin === 'Gloworange' || pulledSkin === 'Glowy' || pulledSkin === 'Greenglowy') {
+ if (pulledSkin === 'Gloworange' || pulledSkin === 'SunGlowy' || pulledSkin === 'Greenglowy') {
rarity = 'Common';
chance = '20%';
} else if (pulledSkin === 'Circleglow' || pulledSkin === 'Yellowglowy') {
rarity = 'Rare';